SOL9 2.0 Class: D3D12CircularOrbit
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Source code
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* D3D12CircularOrbit.h
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*****************************************************************************/
#pragma once
#include <DirectXMath.h>
using namespace DirectX;
namespace SOL {
//Inner class starts,
class D3D12CircularOrbit {
private:
static const int CIRCLE_ANGLE = 360;
float radius;
XMFLOAT3 vertices[CIRCLE_ANGLE];
UINT vcount;
float SIN(int degree)
{
float radian = (float)degree * MATH_PI / 180.0f;
return (float)sin(radian);
}
float COS(int degree)
{
float radian = (float)degree * MATH_PI / 180.0f;
return (float)cos(radian);
}
public:
D3D12CircularOrbit(float x, float y, float z, float r)
:radius(r),
vcount(CountOf(vertices))
{
for (UINT i = 0; i<vcount - 1; i += 2) {
vertices[i ] = XMFLOAT3(x + radius * COS(i ), y + radius * SIN(i ), z);
vertices[i + 1] = XMFLOAT3(x + radius * COS(i + 1), y + radius * SIN(i + 1), z);
}
}
XMFLOAT3 getOrbitPosition(int pos)
{
if (pos < 0) {
pos = 0;
}
if (pos > CIRCLE_ANGLE) {
pos -= CIRCLE_ANGLE;
}
return vertices[pos];
}
};
//
}
Last modified: 5 May 2019
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